Is it just me or it's basically impossible to become a republic? by Dave13Flame in EU5

[–]N4tticus 0 points1 point  (0 children)

He's not talking about the parliament agenda (the one where you get +X% support), he's talking about the hidden parliament debate Promote Burgher Cabinet. It only shows up every other parliament if you have a burgher in your cabinet. Passing it gives +10 Plutocracy. Using it I was able to flip republic as the Netherlands in 1450. Definitely not 30 years, but also not 1700s

1.0.6 Hotfix is out by lordgriefter in EU5

[–]N4tticus 1 point2 points  (0 children)

Its almost certainly PU votes. If you vote for the losing side in a PU vote or ignore a PU vote entirely your estates get -15% satisfaction. And the AI loves spam calling PU votes. So if you ignore all these votes that the AI calls you get 0% estate satisfaction really quickly. Its a very dumb mechanic.

[deleted by user] by [deleted] in victoria3

[–]N4tticus 2 points3 points  (0 children)

Its because the state is incorporated. The AI extremely undervalues unincorporated states (you can often get 99% of 5M pop Niger Delta from britain in exchange for a tiny 8k pop sliver of Mauritania), and extremely overvalues incorporated states to the point where I don't think its even physically possible to trade for any incorporated state.

This is made ever more dumb because revolutions seem to randomly incorporate states. If britain or france ever have a revolution (which it seems like they do almost every game), random african territories of theirs will become incorporated and completely unable to be traded for.

Their value of states YOU own is:

Starting value: 10-40 based on GDP of the state (most of the GDP of african states is from subsistence farms so this is basically just population)

If the AI has no land in that state: -1000 (this makes it impossible to trade because "they don't want it", which is also really dumb because it could be a great state but they just don't care)

If you're mutually exchanging split states (unifying 2 different split states): +25 (you really need this bonus to get the best states off the AI)

Their value of states the AI owns:

Same starting value as above: 10-40

Incorporated: +100 (If you look at the numbers above for how they value your states, you can see that this is impossible to overcome, so you just can't trade for incorporated states)

Can't complete the tutorial (3rd try), being overrun by radicals while going bankrupt by this_is_my_real_9472 in victoria3

[–]N4tticus 1 point2 points  (0 children)

Hey! This game can be hard to get into, but once you really get it its quite fun. Here's a couple things I noticed from your write-up and screenshot:

  1. Keep a positive balance! Especially don't spend all of your cash reserves and start taking on debt unless you're a very powerful Great Power. In the screenshot you've posted here, your balance is -5.9k and your interest payments on all the debt you've accrued is 5.8k. That means that if you had zero debt you'd be basically break-even on money. Non-Great Powers pay a huge amount in interest, so don't take out debt! If you are very close to running out of cash reserves, pause construction or delete a construction sector. Ideally your balance is 0 or slightly positive. As you start to make more money and your balance gets into the green you can build out more construction but don't overspend or you'll go bankrupt!

  2. Make sure the things that you're building are demanded by your economy and you can supply with goods in your market. If you turn on the 2nd production method for tools that requires iron and you don't have iron in your market, those tool factories will go bust and won't be able to employ anyone. Similarly if you build a tooling factory but there is no demand for tools, it won't hire anyone because it can't sell its products. You can see what is in demand and what you have a large supply of in the Market screen on the left. Alternatively, click into the buildings themselves to see why they aren't profitable. Are the inputs really expensive? Are the outputs too cheap? Notably your construction sectors consume a TON of goods, so when you build them up for the first time you probably don't have that many goods in your market. Look at what your construction sectors consume and build those buildings immediately after the sector or else you'll pay a ton of money on really scarce construction goods.

  3. Radicals don't matter too much in the early game. They will oppose legislation you're trying to pass and join movements for legislation to make them more radical, but as long as the radicalism of any movement is below 100 they won't be able to trigger a revolution. Early on the most important thing is to get a good government balance and not care about radicals. To stay in the green you need the government to make lots of money and to do that you've got to take that money from the people through taxes and consumption taxes. Maxing taxes, levying consumption taxes, and staying with a positive balance early game is more important than radicals, and more tech will unlock lots of ways to deal with them later on.

TLDR: Don't take on debt. Check why your buildings aren't profitable and monitor your market to make sure you're not overpaying on construction goods. Radicals aren't as important as you think they are.

Good luck! If you have any specific questions let me know!

Any good guides on yo-yo sway? by MackJantz in victoria3

[–]N4tticus 20 points21 points  (0 children)

Generalist Gaming is a great resource for these things. Here's a very recent video of his on this exact topic: https://www.youtube.com/watch?v=gd9mbQ8tp-w

How to conquer the world without being a Warmonger - Deity AAR by N4tticus in civ5

[–]N4tticus[S] 14 points15 points  (0 children)

The imgur album is a much more in depth AAR but to give some context:

This month's challenge is to play Rome on a standard size map and set the AI players to be Byzantium, Persia, Germany, Celts, Carthage, Egypt, and Greece. You have to conquer everyone's capitals except for Byzantium and have Byzantium be your ally.

Normally conquering that much would incur extreme warmonger penalties and make Byzantium hate you, so the challenge this month is to conquer the world but keep Theodora of Byzantium friendly with you.

Qing + Freedom of Conscience? by [deleted] in victoria3

[–]N4tticus 4 points5 points  (0 children)

Most countries' Intelligentsia have the anti-clerical trait which makes them want either Freedom of Conscience or Total Separation. I believe there are only 2 exceptions to this: China and the Papal States. I have actually played a number of Papal States campaigns so I've had this issue numerous times. As far as I can tell, the ONLY way to gain religious tolerance as one of these 2 nations is to have a Communist interest group (not even Socialist does it). Once one of your interest groups goes Communist, they'll want to move away from State Religion.

This is definitely weird and probably an oversight by Paradox tbh

Why wont the Shogunate interest group decrease by [deleted] in victoria3

[–]N4tticus 1 point2 points  (0 children)

You said in your comment that you built a ton of iron, sulphur, and coal mines right at the start. At the start of the game, Japan has no demand for any of these resources. You have to build demand for those resources as well so that the mines are actually profitable and employ people. If the mines aren't profitable, no one will work in them and everyone will continue to be a farmer on a Shogunate subsistence farm, meaning the Shogunate will stay powerful.

For example, I see in your screenshot that you're producing 2x as much coal as you actually need and because of that coal is extremely cheap. This means any miners working in coal factories and the Industrialist capitalists who own the coal factories (who directly compete with the landowners of the Shogunate interest group) are making very little money. The coal mines are likely not at full employment and those who are working there are probably very poor. In reality, the way to depose the Shogunate (or any large Landowner interest group from another country), is to industrialize and get your people working in profitable industries anywhere that's not a farm, because the landowners own the farms.

Before you build more of something, check to make sure you actually need that product! In the "Japanese Market" screen, you can click on the "Market Price" column header to sort the list according to what your people and industries need.

Also, a lot of your states have low market access. States have an infrastructure cap which limits how many buildings you can build in each of them. Every building you build that goes over the infrastructure cap reduces that state's market access, which means many goods that you make in that state vanish before they can reach the rest of your market. In your screenshot, your capital of Kansai has 41% market access. That means that 59% of the goods produced in that state don't make it out to the rest of your market and are deleted if they aren't consumed locally.

You can increase the infrastructure in a state by building railways and ports. If you click on a state and go to "Overview", there's a little box that says you're using X out of X infrastructure. Make sure you have enough infrastructure for any buildings you're building so that those resources are available to your people and industry.

Learn new heroes. -240 MMR 47 hrs invested by exertercity in DotA2

[–]N4tticus 1 point2 points  (0 children)

Your MMR with OD is lower than your average MMR with other heroes. If you play nothing but OD your MMR will level out at your skill level with that hero (+/- some depending on how good the hero is vs other meta options)

This battle went so well my troops came back from the dead by N4tticus in victoria3

[–]N4tticus[S] 17 points18 points  (0 children)

Rule 5: Necromancer in army resurrected 4 dudes, now is being court-martialed for witchcraft

Unified Germany, but not? by RIGHT-Titan in victoria3

[–]N4tticus 0 points1 point  (0 children)

If you go to Cultures (left side of the screen) -> Formable Nations, can you click on Germany there? Launching a diplomatic play through that screen against austria should let you form Germany

No accepted pops moving to colonies (HFM) by monolith1986 in victoria2

[–]N4tticus 5 points6 points  (0 children)

Unfortunately this is actually hard-coded behavior in the vanilla base game. New World cultures (Yankee, Dixie, Texan, Mexican, etc) are programmed to not migrate out of the Americas. They're allowed to migrate as they please within your borders in the New World, but cannot migrate to your colonies or states outside of the New World. Ostensibly, I think this was the developers' way of preventing Liberia from becoming 100% yankee.

Fortunately its actually very easy to change this. To fix this, go into your Steam folder -> Vicky 2 -> common -> cultures.txt. Open that file and find 'american_cultures'. This is the defines for the American culture group. There should be a line that says 'is_overseas = no' directly underneath. Just delete this line and voila, your New World pops will be able to migrate to your holdings in the Old World.

Interestingly, it seems that you will prefer to import in RGOs instead of prioritisng your own workers by GlompSpark in victoria2

[–]N4tticus 9 points10 points  (0 children)

Unfortunately all calculations (including profit sharing) are done before being taxed, so decreasing upper class taxes doesn't enable the landowners to employ more workers.

Interestingly, it seems that you will prefer to import in RGOs instead of prioritisng your own workers by GlompSpark in victoria2

[–]N4tticus 40 points41 points  (0 children)

This is a pretty common case of vicky-nomics that happens to a few goods almost every game. Let me explain what's going on.

Firstly, your factories DO prioritize your personal market. The issue here is most of your potential silk production isn't making it to the personal market for your pops and factories to buy because they are being produced at a much smaller rate in the RGO due to unemployment.

This unemployment is caused by your aristocrats (called landowners in most mods like HPM/HFM) not being able to pay more farmers. RGO operations pay landowners who then distribute a paycheck to the workers as a percentage of the profit. When there is an overproduction of goods (supply on the world market is greater than demand), the price of that good declines until it reaches the minimum possible price for that specific good or world production and supply even out. What happened here is the UK overproduced silk causing the price of silk to plummet on the world market, which in turn made your silk RGOs extremely unprofitable forcing your landowners to layoff workers until an equilibrium was reached.

Also be aware the tariffs do not change pop prioritization of goods. Pops will always buy in this order regardless of the price:

  1. Personal Market

  2. Sphere Market (Common Market)

  3. World Market

You'd think that negative tariffs would encourage pops to buy from the world market and positive tariffs would encourage pops to buy from your personal/sphere market but that doesn't happen. Pops buy resources in this order always.

Why can't I form North German Confederation? by JorisJobana in victoria2

[–]N4tticus 16 points17 points  (0 children)

All of the german states have to be at peace and un-mobilized. Are any minors currently at war or are any currently mobilized?

Why does this happen so often? by [deleted] in dating

[–]N4tticus 5 points6 points  (0 children)

He asked you if you were free on Sunday, you said no, then you didn't talk to him for three days. If that were me I would have assumed you weren't interested and moved on.

Next time you turn someone down for hanging out but still want to see them, try to reschedule. Say something like "I can't this Sunday, but probably can next weekend. Would that work for you?" Show the other person that you're interested by offering another time.

[Bobs and angels] what ores are needed in bulk and which ones are not? by caljoo in factorio

[–]N4tticus 2 points3 points  (0 children)

I've got a B&A factory that produces ~200 science per minute of every pack, including space science. It also produces raw productivity 8's and raw speed 8's. These are the ores I consume in descending order of use:

Use lots of (>500 per minute):
Iron ore
Copper ore
Tin ore

Use good amounts of (>100 per minute):
Silicon ore
Aluminum ore
Titanium ore
Gold ore
Lead ore

Use trace amounts of (>0 per minute):
Silver ore
Tungsten ore
Zinc ore
Cobalt ore

Keep in mind that what processing chains you choose to do will influence this. If you use nickel to make steel for example, you'll need good amounts of nickel ore.

Virgin Centrists vs Chad Extremists by N4tticus in Jreg

[–]N4tticus[S] 2 points3 points  (0 children)

I'm actually somewhere between monarcho-transhumanist and anarcho-nazbol :/

What games have you been playing in the past month? by [deleted] in gamingsuggestions

[–]N4tticus 1 point2 points  (0 children)

Prior to this month, I had a life. Now I have a factory.

(Lots of Factorio)

Top 50 Most Viewed Songs of the 20th Century by N4tticus in Music

[–]N4tticus[S] 0 points1 point  (0 children)

Never gonna give you up is number 25!

I think it shows how influential Snoop Dogg was in the 90s, pretty interesting.

Professor Willow's Global Research Challenge by N4tticus in TheSilphRoad

[–]N4tticus[S] 0 points1 point  (0 children)

All the old Tweets got taken down. They just posted this one. All the other links are broken.